Third boss - Grandmaster Vorpil of the Shadow Council!
When you first enter the Auchindoun adventure, you are greeted by Nexus-Prince Haramad:
Haramad may approach you in the first wing, but he will not be the only voice you hear as you venture through these halls...
For thousands of years, the draenei have been interring their dead in Auchindoun, their most sacred temple. However, it was infiltrated by agents of the Shadow Council bent on summoning a horrifying creature of immense evil. Their vile act of magic resulted in a massive explosion that blew the temple apart and reduced the surrounding area into a charred wasteland. The blast also caused a rift in the Nether itself, drawing the otherworldly Ethereals into Outland. The interred draenei now walk the ruins as restless spirits. Meanwhile, the same horrific entity summoned by the Shadow Council threatens to overwhelm their efforts to contain it.
New Mechanic: Evasion - "50% chance to dodge incoming damage": Similar to the Ogre effect, this causes any incoming damage (whether it be from a hero, a spell, a minion attack, or random damage) to have a chance to fail. However, if the minion with Evasion does dodge damage from a minion, it will still deal its attack damage to it (if you have two Evasion minions facing off against each other, there's a chance that neither minion will deal damage, or 1, or both, or the other).
NOTE: Using Rend Blackhand in the Auchenai Fight doesn't work, nor do any direct or random removal spells or effects; Alexstrasza doesn't work on any of the heroic fights.
Boss List:
The Mana-Tombs:Pandemonius - Tavarok - Hall of Twilight
Auchenai Crypts:The Auchenai - Shirrak the Dead Watcher - Exarch Maladaar
Sethekk Halls:Darkweaver Syth - Talon King Ikiss - Anzu
For a full collectible card list, go tothis page. Listed is a selection.
In this first wing, there is a 5% chance you will encounter a "sound-event" in the middle of your first attempt at a boss - the screen will shake, dust particles will fall from above, and the in-game sound and music will be muffled for around 4 seconds, during this time you will hear a faint, disturbing, elemental "roar".
The Mana-Tombs
Having received your orders from Haramad, the first wing will open, revealing the first boss, and prompting Hamad to tell you a little something else:
First Boss: Pandemonius, the Void Lord (normal mode)
Pandemonius is a Void Lord - a being of immense dark energy, second only in power to the legendary Void Gods.
Boss Cards: (basic rarity, not common or collectible)
Fight Details:
Pandemonius starts off with 45 health - daunting for a first boss. Auchindoun isn't going to be easy! Both players start off on the board with 2 Shadow Wizards. This means your spells cost (4) less and your Hero Power costs (4) at the start of the match - as does his. He won't cast Voidlord's Grip until at least turn 3. His deck consists of:
At the start of the match, he will always have at least one Voidcaller, one other Demon, and a copy of Imp-losion.
Pandemonius will hit you in the face with his Shadow Wizards consistently if you do nothing about them. They will continue to be annoying unless dealt with. Otherwise, he'll buff his minions using Power Overwhelming and Demonfuse (possibly getting you on even ground with him). He'll drop an early Voidcaller and continue to hit with it until it dies. As he gets lower on Health he will cast Void Energy. If he has a board to contend with he might cast Voidlord's Grip. Near the end of the fight he'll drop two Molten Giants and cast Dark Shell. This gives him a passive 4 attack - any character that attacks him will take 4 damage. Vanish can possibly prolong the fight in Pandemonius' favour.
Emotes:
Greeting: "I will feed on your soul!"
Threat: "So... full of life!"
Destroying a hero: "More... I must have more!"
Death: "To the void once... more..."
Casting Void Energy: "I am empowered!"
Casting Voidlord's Grip: "Do not... resist."
Casting Dark Shell - "More souls..."/"Enough!"
Boss Fight Reward:
For beating Pandemonius, you get:
2x Tomb Wraith
Heroic Mode Changes:
In this version of the fight, Pandemonius has 15 more health, his hero power affects ALL minions, not just the first one, so you may want to focus very heavily on a spellcasting class that deals direct damage. Also, you have no Shadow Wizards on your side, and he's got pretty evil eyes. This makes the fight substantially tougher, as you won't have the spell discount you originally had.
Class Challenge - Paladin:
Pandemonius' deck is the same - your deck however, consists of:
The fight is the same except both you and Pandemonius only have 1 ShadowWizard.This deck is meant to emphasize the synergizes with a secret-based Paladin deck that Auchindoun Vindicator introduces. You have two Auchindoun Vindicators to play around with, so a turn 5 Muster for Battle + Hero Power, then a turn 6 The Coin + Mysterious Challenger + Competitive Spirit can be a pretty amazing combo.
Class Challenge Reward:
For completing the Paladin class challenge against Pandemonius, you get:
2x Auchindoun Vindicator
Second Boss: Tavarok, a Colossus (normal mode)
A bit of a stiff personality.
Boss Cards: (basic rarity, not common or collectible)
Fight Details:
Tavarok has 30 health and starts with 1 mana, just like you. However, he comes equipped with BIG ROCK HANDS, surely enough to cow even the bravest adventurer! This means that he can hit you in the face for 12, but he's prepared to snap at any minions you've got. Susceptible to Acidic Swamp Ooze.
Not only that, his starting hand is almost filled with Elemental Coins. That is, Tavarok starts the fight with 8 cards, and they are all Elemental Coin. On his first turn, he'll play all of them and play two of the elementals he gets. His drawn cards won't come out until later - i.e. when he has enough mana to play them. Tavarok won't sMORC you unless he can, so maintaining a good board presence with plenty of taunts is a good idea - watch out for his hero power though - minions likeSaboteur are good plays, andLoatheb can help against his other spells.
He also has CRYSTAL CRUSH, a spell which acts like Twisting Nether but with the added bonus of a possible +14 attack damage. You should probably kill Tavarok before we get to this stage in the fight. He has 2 Mana Surges in his deck, which allow him to draw cards and level out the fight. His deck consists of 38 cards, 8 of which are already in his hand:
Starting Hand: 8x Elemental Coin + 1x drawn card - if going second, add The Coin + 1x drawn card. This means he can outlast you in fatigue by default.
Greeting: "DON'T MINE ME!" (said like "Don't mind me!")
Threat: "TAVAROK SMASH"
Destroying a hero: "ME HAPPY"
Death: "ARGH BIG STONE DIE"
Attack: "I HIT YOU"
Casting CRYSTAL SMASH: "NO MORE MINIONS"
Boss Fight Reward:
For beating Tavarok, you get:
2x Mana Giant
Heroic Mode Changes:
In Heroic mode, Tavarok starts with 2 mana already, which means he can cast all 8 Elemental Coins then play two Earth Elementals - or he can cast all his Elemental Coins and summon one of his drawn minions if he wants to - that is he could summon a Captured Jormungar if he has it in his opening hand. This makes things problematic for you, as on turn 1 you may have the problem of a 8 or 9 cost minion on the board.
Class Challenge - Rogue:
Tavaroks deck is the same - your deck however, consists of:
The fight is the same except you have Forgery in your hand when the game begins, as well as 2 copies of Preparation. The aim is to combo out a bunch of cards from your hand, then Prep - Forgery, refilling your hand as well as devastating your opponent.
Class Challenge Reward:
For completing the Rogue class challenge against Tavarok, you get:
2x Forgery
Final Boss: Hall of Twilight, Shaffar's Lair (normal mode)
Upon starting the fight in the Hall of Twilight, a dialogue occurs, with Shaffar speaking first;
Shaffar likes long walks on the beach, sunsets, and avoids toilets if possible.
Boss Cards: (basic rarity, not common or collectible)
Other Cards (this boss has them in its deck, may not be obtainable from this fight):
Fight Details:
Shaffar is quite a tough fight - while his hero power seems somewhat slow, and his deck lacks many avenues of direct damage, he has cards which will enable him to take control of the fight and quickly activate his Ethereal Apprentices.
He starts the fight with three Ethereal Beacons on his side of the board. His hero power summons more of them, as well as damaging them. You always go first in this fight, which means that he always gets The Coin. He will use it to either activate his deathrattles, or to Hero Power. His deck consists of:
He will play Feign Death as soon as he has 3 Ethereal Beacons on the board - so if he has it in his opening hand, he will use it. The nightmare for the player is if Shaffar gets a Coldarra Drake + Maiden of the Lake combo - then plays out 2 Shadow Wizards and Dalaran Aspirant. In that case, he can essentially kill you in one turn from 30 health, so you want to prevent this scenario from occurring.
He will also use Ethereal Assassin as delayed minion removal, and Ethereal Priest to buff his high-impact minions.
Emotes:
Greeting: "An epic battle, how exciting!"
Threat/Fight Start: "We have not yet been properly introduced."
Destroying a hero: "And now we part company."
Death: "I must bid you… farewell."
Hero Power: "I have such fascinating things to show you."/"Beacon Power!"/"Shazam!"/"Just you wait."
Boss Fight Reward:
For beating Nexus-Prince Shaffar, you get:
2x Ethereal Assassin, 2x Ethereal Priest
Heroic Mode Additions:
After the dialogue between Haramad and Shaffar, and once the fight has started and Shaffar has greeted you, this message will appear:
Shaffar's hero lifts off the battlefield and out of view. Yor comes barrelling down from the top of the screen, purple-black streaks (like a Void Terror animation) coming out of him as he approaches.
Double the bad breath, double the terrifying death screams.
In Heroic mode, things go a bit differently. While the fight against Nexus-Prince Shaffar is the same, you have to face off against his pet first. Yor is a Void Terror, and a bit of a legendary one at that. You'll have to build a deck that can last against two bosses. Yor actually comes with his own 15 card deck, so that's a problem.
On the board, he has a Voidcaller ready to attack you - it's not tremendously scary on its own, but when Yor uses his hero power, he can activate it very easily. His deck consists of:
It's not a lot, but the synergies are such that he can deal a lot of damage in a short span of time - imagine he has 4 mana and casts quadruple Power Overwhelming, then Subsumes the minion he buffed - that's at least 32 damage. You want to be very quick about killing Yor as he only has 10 health to begin with.
Once you defeat Yor, Nexus-Prince Shaffar will come back into play, and his hero power will cost 0 and be on auto-cast! Oh dear.
(auto-cast)
Class Challenge - Mage:
Shaffar's deck is the same - your deck however, consists of:
Similar to how the fight is normally, Shaffar has three Ethereal beacons. However, you have a Maiden of the Lake on the board immediately, which can allow for some interesting plays, and can possibly help you activate your Hero Power combo. This class challenge is meant to not only highlight the value of secrets in a mage deck, but also to show how powerful the TGT hero power combo can be when paired with it.
Class Challenge Reward:
For completing the Mage class challenge against Nexus-Prince Shaffar, you get:
2x Mana Tempest
After you beat Nexus-Prince Shaffar and finish the wing, Haramad speaks to you:
In this wing, there is a 15% chance you will encounter a "sound-event" in the middle of your first attempt at a boss - the screen will shake, dust particles will fall from above, and the in-game sound and music will be muffled for around 4 seconds, during this time you will hear a faint, louder than in the first wing, elemental "roar".
When you open the Auchenai Crypts, you are greeted by an eerie silence. Something isn't right here, and you can feel it. The first fight you face is against not one foe, but three...
First Boss: The Auchenai, guards of the Crypts (normal mode)
This trio doesn't seem very friendly.
Boss Cards: (basic rarity, not common or collectible)
Fight Details:
This is somewhat similar to the Baron Rivendare fight in Naxxramas or the Omnotron Defense System fight in BRM. You start off fighting against the Auchenai Soulpriest. Once you defeat the Soulpriest, the Fallen Paladin minion transforms into the Auchenai Paladin hero. Once you defeat the Auchenai Paladin, the Maddened Berserker minion transforms into the Auchenai Berserker hero. Once you defeat the Auchenai Beserker, the fight and ends you win. Combined, they have a total of 30 Health and 33 cards - more on that...
The Auchenai Soulpriest starts off with 5 cards in hand - they all cost (0), whatever cards they are. As well as a copy of "The Crypts Open". She has an extra 5 cards in her deck which cost full mana when drawn. Whenever you defeat one of the Auchenai heroes, their deck and hand will be destroyed and replaced with that of the next one - the 5 cards in hand will cost (0). However, any mana crystals they've gained will remain.
The Crypts Open is like Unleash the Hounds, sort of. They don't have charge, but as long as they're employed by the first two bosses, they are completely immune. They will either ping your face or ping your minions into submission.
Direct Removal spells that are randomly targeted like Deadly Shot don't work on the two Auchenai legendaries, neither does Vaporize. Attempting to use Rend Blackhand brings up this:
Other minion battlecries don't work on the Auchenai either.
Auchenai Soulpriest Fight: Her hero power is a version of the Auchenai Soulpriest card. It allows for massive damage heals, as well as other shenanigans. While she is alive, the other Auchenai on the board - notice they have a new tribe (this is only for the purposes of the fight). Watch out for Healing Wave if she's got Arcane Giant still in her deck!
Auchenai Fallen Paladin Fight: His hero power is strange; Blessing of Might, Blessing of Kings, etc. all become debuff spells! If a minion gets taken to 0 health by having their health reduced, it dies. While he is alive, the other Auchenai on the board (Maddened Berserker) is immune.
Auchenai Berserker Fight: Her hero power removes armor gain capabilities, but allows her to deal direct damage to you and ignore taunts. No immunities this time. Things like Ice Barrier can be pretty savage - so can Bash and Bite, as they deal double damage if you don't have taunts and she goes face.
Auchenai Soulpriest: Greeting: "Light into death!" - Threat: "The Light shall burn you!" - Destroying a hero: "Easy..." - Death: "I have failed! Cast out this heretic!" - Casting The Crypts Open: "The spirits are angered!"
Auchenai Fallen Paladin: Greeting: "Putrid soul..." - Threat: "Purify the unbelievers!" - Destroying a hero: "Pathetic!" - Death: "Cast down... Relieve me!" - Casting The Crypts Open: "The spirits are angered!"
Auchenai Berserker: Greeting: "I thirst..." - Threat: "Blood for the spirits!" - Destroying a hero: "HA! Good." - Death: "NO!" - Casting The Crypts Open: "The spirits are angered!"
Heroic Mode Changes:
Each of the Auchenai now has 5 armor, but the last one (Auchenai Berserker) has 15, and also has two comes of Shield Slam in their hand. Also, each boss has this version of The Crypts Open;
This means each boss can clear your board pretty efficiently and do quite a bit of damage as long as they keep drawing it.
Boss Fight Reward:
For beating the Auchenai, you get:
2x Scent Tracker
Once you exit the fight, Exarch Maladaar speaks...
Still, having defeated the Auchenai, you feel the silence around you. However, upon opening the next fight, you are greeted by...
Second Boss: Shirrak, the Dead Watcher (normal mode)
Dental hygiene is not one of Shirrak's strong points.
Boss Cards: (basic rarity, not common or collectible)
Other Cards: (this boss has them in its deck, may not be obtainable from this fight)
Fight Details:
Shirrak is a beholder - but not just any old 7-eyed, many-teethed beholder. He's undead, which makes him special.
Shirrak’s fight is all about dealing damage and discarding cards (the custom cards add the necessary synergy). He also has the fight reward card - Feeding Watcher, in his deck, which allows him to ‘feed’ off of the cards he discards. His hero power is similar to the Floating Watcher effect, but more subtle and is minion based. He starts the fight with two Summoning Portals and a Voidwalker in between them. This allows his to drop his higher cost minions early in the game. Cards like Blood Overwhelming let him activate his Watchers, Observation grants him massive card draw at discount, and Portal Vigil puts his discarded cards back in his deck. He can't discard Portal Vigil. Also look at for Living Bomb, which is his equivalent of Shadowflame.
Shirrak starts with 45 Health instead of 30, and gains +1 Attack off of his original hero power. He also effectively doubles the gain due to the power operating off of all minions instead of just his.
Boss Fight Reward:
For beating Shirrak, you get:
2x Feeding Watcher
Class Challenge - Druid
Shirrak's deck is the same - yours however, consists of 38 cards (8 wisps free);
This is a fun fight, using Ancient of Teldrassil to emphasize Wisp synergy, of all things. You'd never think it. Anyway, you get 8 extra cards on top of the 30 usual and they're all Wisps. Introducing Wisp synergy allows you to use cards like Dark Wispers more effectively (3/5 Wisps??!?)
Class Challenge Reward:
For completing the Druid class challenge against Shirrak, the Dead Watcher, you get:
2x Ancient of Teldrassil
Third Boss: Exarch Maladaar (normal mode)
On entering the Exarch Maladaar fight, he speaks, and then a message from a mysterious Naaru appears;
"I see dead draenei!"
Boss Cards: (basic rarity, not common or collectible)
Fight Details:
Exarch Maladaar uses copying tactics a lot of the time, and can use his cards to essentially mimic his opponent's deck. He also has Avatar of the Martyred to accentuate his Hero Power - it allows the copies to use their 0-cost hero power 8 times, and also prevents you from dealing direct minion damage to him. So if you are a mage, then the copy could deal 8 split damage. If you're a Warlock, the copy could draw 8 cards for Maladaar and kill itself (16 damage). Shadow Word: Pain is useful against these. Justicar Trueheart hero powers are copied, and if you have a weapon, it will also equip a weapon with the same durability as when the copy was created (Harrison Jones tech). The hero copy resides on the side of the board next to Maladaar, and looks exactly the same as your hero in every way. Maladaar Also has Observation for card draw, and Echo of the Martyred to even up board states in his favor.
With a hero shade up this is what the board looks like (example, the board would obviously be different!):
It's gonna be a tough fight if you use minions a lot. However, a spell based deck could get away with the fight...
As you progress through the fight, little flashes of light will appear and a Holy Champion or a Lightspawn will be summoned on your side of the board and Holy Nova will be cast for you. This happens at random intervals, and will occur at least 3 times during the first 7 turns. Accompanying these flashes will be these messages, from the Naaru, D'ore:
Emotes:
Greeting: "The dead shall destroy you!"
Threat: "For the Auchenai!"
Destroying a hero: "The dead prevail."
Death: "I will return! As a ghost! Maybe..."
Casting Echo of Medivh: "I'm like Medivh!" (said like "I'm like a bird!")
When playing Chromaggus the first time (you know, Echo of Medivh and all that):
Now you really gotta hate this guy...!
Heroic Mode Changes:
With 80 Health instead of 30, it's going to be a long fight. This time, he also has 5 copies of the Heroic version of The Crypts Open at the bottom his deck on top of his regular 30. That makes a potential for 30 damage if he actually gets to that part of his deck. Try not to wait around for it.
You will still get the help from the Naaru, and since the fight will go on longer it'll happen more regularly.
Boss Fight Reward:
For beating Exarch Maladaar, you get:
2x Auchenai Spellbinder
Having defeated Exarch Maladaar, the Naaru, D'ore, speaks to you;
The quakes get more frequent. You have a 50% chance of experiencing a "sound-event" in the middle of your first attempt at a boss.
Sethekk Halls
Having braved the crypts, you enter somewhere completely different, and you are greeted by Isfar...
First Boss: Darkweaver Syth; a fanatical Arrakoa
Embrace the dark side.
Boss Cards: (basic rarity, not common or collectible)
Fight Details:
Syth doesn't have any unique cards, but his deck and hero power more than makes up for it. He has two copies of Observation which allow him to refill his hand quite easily, something a lot of bosses have a problem with. Also 4 copies of Elemental Coin. His deck is focused on Spell Damage synergy, but also allows him to summon particular elementals and minions which will slow you down when attempting to kill him.
Destroying a hero: "Yes... fleeting, life is! rak-a-rak!"
Death: "Mmm... no more life, no more pain! A-ak!"
Summoning an Elemental: "The elements obey SYTH! Caw-CAW!"
As you finish the fight, Lakka speaks to you!
Heroic Mode Changes:
Syth gains a potential increase in spell damage synergy; his hero power costs (1), deals 1 more damage, and buffs his minions. He starts the fight with a Dalaran Aspirant on the board.
Boss Fight Reward:
For beating Darkweaver Syth, you get:
2x Frostfire Mage
Class Challenge - Shaman
Syth's deck is the same - yours however, consists of;
While it might be a struggle, your Shaman deck focuses on Overload synergy using Unbound Elemental, high-overload, high impact cards, and Earthen Ring Starseer to bolster your deck by giving you random spells. As a solid Chillwind Yeti, it can provide a good body despite the potential for its battlecry to whiff. However, the sheer power of the cards in your deck (given you have two The Mistcallers and Neptulons) should enable you to beat out Syth handily. You may need to use Far Sight and Ancestral Knowledge to draw into the meat of your deck.
Class Challenge Reward:
For completing the Shaman class challenge against Darkweaver Syth, you get:
2x Earthen Ring Starseer
Second Boss: Talon King Ikiss; mad Arrakoa who thinks he's god
Ever heard of a god-complex?
Boss Cards: (basic rarity, not common or collectible)
Fight Details:
Talon King Ikiss is somewhat like Darkweaver Syth in how he fights, but his spell damage is a lot more annoying, and Soul Reap can compensate for minions where he doesn't have them. Spiritcharger is his main early-game board control tactic, similar to Deathcharger, but a little more powerful when clearing the board. Always has one in his starting hand. He also has Sethekk Zealot, which allows him to gain a maximum of 6 extra secrets. Watch out for Arcane Missiles or Arcane Explosion paired with his hero power, which makes them, respectivelym 3-mana 6 random damage, 4 mana Flamestrike. Also, Arcane Blast is an almost guaranteed 3 mana Flame Lance, Mind Blast is 3 mana Flame Lance to your face, If he can manage it, Pyroblast can end up being 13 damage.
1 mana cost reduction on his hero power and his hero power is basically Steady Shot with Spell Damage. Not only that, he adds 2x Shadowbomber and 2x Spawn of Shadows to his already 30 card deck.
As you finish the fight, Isfar sets up the final boss of the wing...
Boss Fight Reward:
For beating Talon King Ikiss, you get:
2x Questing Adventuress
Last Boss: Anzu, the Raven God
Well at least this one's ACTUALLY a god.
Boss Cards: (basic rarity, not common or collectible)
Fight Details:
This fight is a lot about Beast synergy and charge minions. Expect a lot of face damage, so you'll want to counterract that with as many Taunts as possible. Luckily, the only removal Anzu has is his hero power, so that's all you'll have to worry about.
Changes: July 9, 2017— replaced 2x King's Elekk and 2x Tundra Rhino w/ 2x Ravenous Pterrordax and 2x Crackling Razormaw.
Emotes:
General *kawing* sounds throughout the fight (he's not much of a talker).
Heroic Mode Changes:
Anzu's hero power is eminently more powerful - it allows him to re-summon all of his Charge minions, which can be a bit of a problem when trying to prevent burst damage. All minions go back into your hand as well, so that's going to mean you'll have to have a pretty long fight. This is similar to Maexxna's hero power which returns enemy minions, but it's a bit worse than that for you!
Well done on beating Anzu!
Boss Fight Reward:
For beating Anzu, you get:
Choose One options:
2x Transformation
Class Challenge - Hunter
Anzu's deck is the same - yours however, consists of;
This class challenge gives you a couple of more cards than you'd usually get - this is a fun one! Lots of beast synergy, a good go at empty hand synergy, and some weapons to top it off with Secret synergy (you get a Mysterious Challenger). This shouldn't be too hard!
Class Challenge Reward:
For completing the Hunter class challenge against Anzu, you get:
In the fourth wing, you will definitely hear a "sound-event" in the middle of your first attempt at a boss - the screen will shake, dust particles will fall from above, and the in-game sound and music will be muffled for around 4 seconds, during this time you will hear a faint, disturbing, elemental "roar".
The Shadow Labyrinth
After entering the Shadow Labyrinth, a mysterious Draenei broken greets you;
With some silent explanation, The Draenei figures out you might be useful;
First Boss: Ambassador Hellmaw, chained by the Cabal(normal mode)
Held under the control of the Cabal, Draenei spies are fed to Hellmaw after they're captured. It's not clear which mouth he eats with.
Boss Cards: (basic rarity, not common or collectible)
Fight Details:
Ambassador Hellmaw starts with 30 health, as you might expect. He also starts with 2 Cabal Ritualists on the board. This fight may seem to encourage spellcasting, but you'll have a few problems there.
He has at least one of his Innervates in his hand at the start of the match, so his play depends on his draws. He will absolutely attempt to remove all of his Cabal Ritualists from play by running them into whatever minions you play. Digestion allows him to make some use of his Hero Power. You may think that Ambassador Hellmaw is easy, and you'd be right. It's a fight that doesn't take much to master, but his heroic mode is an entirely different matter.
Emotes:
Intro: "Sniveling pests... You have yet to learn the true meaning of agony!"
Greeting: "Finally, something to relieve the tedium."
Threat: "I will BREAK you!"
Destroying a hero: "Do you fear death? <insidious laughter>"
Death: "Do not grow... overconfident, mortal."
When a Ritualist dies: "My chains are broken, now for you!"
Casting Digestion: "Delicious..."
Boss Fight Reward:
For beating Hellmaw, you get:
2x Blinding Light
Heroic Mode Changes:
In heroic mode, Hellmaw's hero power costs 1, and it does a lot more. Minions are essentially off the table, and Digestion becomes much more powerful than before, essentially giving him 4 secrets and a weapon in a somewhat roundabout manner. His Cabal Ritualist is a lot less disabling for him, as he has few spells and the Ritualist has Taunt.
When you open the next fight, Mahfuun gives you some background on it:
Second Boss: Blackheart the Inciter(normal mode)
Blackheart sometimes can't make up his mind. He does like to incite people though, so you might have to incite him not to do that.
Boss Cards: (basic rarity, not common or collectible)
Fight Details:
Blackheart has 30 health, and his hero power is essentially a funky board clear. It doesn't activate on his minions, so it's definitely going to be hard to compete against it unless you have few minions on the board at a time. His Ogre synergy is surprisingly good, so you should watch out for that.
This fight focuses on Attack Manipulation, mind control, damage-buffs, and general damage to you while destroying your own minions.
Emotes:
Intro: "All creation must be unmade!"
Greeting: "All flesh must burn!"
Turn 1 - Head1: "Time for fun!", Head2: "Time to kill!"
Turn 4 - Head1: "I see dead people!", Head2: "You be dead people!"
Turn 8: "Be ready for Dark One's return!"
Threat: Head1: "You'll be sorry!", Head2: "That right!"
Destroying a hero: Head1: "No coming back for you!", Head2: "Now you gone for good!"
Death: "This... no... goood..."
Casting No Hide From Council!: "Huh? Where you think you go?"
Using Incite Chaos: "FIGHT PUNY ONES!"
Taking control of a minion: "Power will be yours!"
Playing Cabal Shadow Priest: "Dark One promise!"
Upon defeating Blackheart...
Boss Fight Reward:
For beating Blackheart the Inciter, you get:
2x Fateful Purger, 2x Ogre Instigator
Heroic Mode Changes:
In heroic mode, the Inciter's Incitations are more powerful - he has 20 more health, as well as a 0-cost hero power that also does a half-Consecration. His "No Hide From Council!" spell costs 2 less and summons an extra demon, so it's going to be even more difficult to get board control. Board clears and hard removal are must-haves in this fight.
Third Boss: Grandmaster Vorpil,of the Shadow Council (normal mode)
You go ahead Gul'dan! I'll just check this tomb out for a minute. Nothing could go wrong, other than me becoming trapped inside for centuries and you not coming to help me...
Boss Cards: (basic rarity, not common or collectible)
Vorpil is a tough fight. With 40 health and self-sustain, he punishes spell-based decks with Empowering Shadows and Draw Shadows, while pumping out Voidwalkers to delay aggro. Much later in the game, Vorpil will use Rain of Fire and Shadow Nova to hit face or to remove big threats. Vorpil starts with 4 mana crystals. He may play Void Traveler or another one of his cards.
Vorpil pumps out Voidwalkers and buffs his demons whenever he can. He uses his Void Travelers to heal up whenever he needs to, and Empowering Shadows is his way of getting his health back. This could be classified as a "Battle for Survival" that could easily last into fatigue.
Emotes:
Intro: "Soon, the destroyer of worlds will return to make good on his promise. Soon the destruction of all that is will begin!"
Greeting: "I'll make an offering of your blood." / "Good! A worthy sacrifice!" / "You'll be a fine example for the others."
Summoning a Void Traveler: "Come to my aid! Heed your master now."
Casting Draw Shadows: "The darkness in your soul draws you ever closer..."
Wow: "Barely impressive."
Threat: "Your death is for the greater cause."
Destroying a hero: "I serve with pride!"
Death: "I give my life... gladly..."
Upon defeating Grandmaster Vorpil...
Boss Fight Reward:
For beating Grandmaster Vorpil, you get:
2x Echo of Ner'zhul, 2x Protector of Auchindoun
Heroic Mode Changes:
In Heroic Mode, Vorpil has the ability to constantly gain Health from his Voidwalkers by casting his Hero Power to gain infinite Sacrifical Pacts. In addition, at the bottom of his deck he has 2x Pyroblast and 2x Abyssal Enforcer for a total of 34 cards.
Final Boss: Murmur, Primal Entity of Sound (normal mode)
Looking good so far. Pandemonius looks daunting, and I eagerly await the rest of the adventure. I really like Evasion as a mechanic, but a question about it. Let's say a minion attacks another. The one it attacks has Evasion. Evasion triggers, and the attacked minion takes no damage. Does the attacker still take trading damage?
Looking good so far. Pandemonius looks daunting, and I eagerly await the rest of the adventure. I really like Evasion as a mechanic, but a question about it. Let's say a minion attacks another. The one it attacks has Evasion. Evasion triggers, and the attacked minion takes no damage. Does the attacker still take trading damage?
Yep. As such, you can use Evasion minions to control the board more sucessfully, bait out hard removal, and last longer on the board.
If both minions have Evasion, they might both take damage, one might take damage, the other might take damage, or they both won't take damage.
Evasion stacks like with the Ogre effect: i.e. Mogor the Ogre and Ogre Brute = 75% chance to attack the wrong enemy. It never gets to 100% though.
I've added Tavarok! Second boss. Includes caps lock.
Wow. This is really great. But unless I'm missing something is Pandemonius, the first boss, heroic level difficulty? He starts with 15 more health and 2 more crystals.
'BIG ROCK HANDS!' There is so much win condensed into those three words I don't even know where to begin. Arcane Giant looks pretty good too. Always good to see more giants.
Thanks for all the comments, everyone! Hall of Twilight coming tomorrow; first Class Challenge later tonight. I've re-balanced Pandemonius' fight but starting the player off with two Shadow Wizards as well. Obviously this makes spell-casting classes very OP, but if he gets too low on health, out come the Molten Giants, and he'll also use Voidlord's Grip to take control.
Man, thats an insane work! such a beautiful creation! cant wait for the rest ;)
Thank you :) The rest is soon to come!
I've nerfed Pandemonius' starting mana to 1 because it seems a bit ridiculous for a first fight. I've also added the first class challenge for Paladin, which when completed gives you 2x:
On further reflection, I think you're right. I've edited the fight so that Tavarok plays out all his coins and will play two Elementals - if he has the mana for it (Earth Elemental, Frost Elemental, Fire Elemental, or Water Elemental) - the minions he would most likely play (on 9 mana) would be Water Elemental + either another Water Elemental or Earth/Frost Elemental. After that you'll have to deal with his minions as they come - which will be somewhat later, as he'll have a) removed two cards from his starting hand, b) have a lot of 4-6 drops and not a lot of early game presence. This allows the player to stabilize against the burst at the start of the game.
Do you think it's possible to introduce a new mechanic/minion tribe? I understand if not as solo adventures don't have a lot of cards to reward.
Well, I thought about it but there really isn't any uniqueness to just adding a new tribe and having vanilla synergies. The Evasion mechanic is what I've introduced in this - but make no mistake, this adventure has as many cards as BRM or Naxx!
@Teknician Ooh, that's interesting! Pretty sure that, unless RNGesus smiles upon you, heroic Pandemonius is impossible. But I love the way you incorporated Yor into the Shaffar bossfight, while also keeping with the theme of Voidterrors in Hearthstone. *claps* Bravo. Can't wait for wing 2.
@Teknician Ooh, that's interesting! Pretty sure that, unless RNGesus smiles upon you, heroic Pandemonius is impossible. But I love the way you incorporated Yor into the Shaffar bossfight, while also keeping with the theme of Voidterrors in Hearthstone. *claps* Bravo. Can't wait for wing 2.
Well, I've been thinking about it. I think the Voidwalker and Shadowfiend push the fight over the edge, so I've gotten rid of them. I also changed Yor so he has one Voidcaller on the board. I changed his deck so he has 1x Pit Lord instead of 1x Doomguard, and swapped out some other demons for 2x Voidwalker - it's a heroic fight, but you shouldn't be dead before you get to the second stage...
Also changed the reward for Nexus-Prince Shaffar to be both Ethereal PriestandEthereal Assassin. I feel it makes more sense, seeing as this adventure has fewer bosses than other adventures.
Second Wing opens on Wednesday - hopefully we can all wait and appreciate until then! Here's an overview of the cards you get from this wing:
The Shadow Labyrinth is open! (see fourth post)
Third boss - Grandmaster Vorpil of the Shadow Council!
When you first enter the Auchindoun adventure, you are greeted by Nexus-Prince Haramad:
Haramad may approach you in the first wing, but he will not be the only voice you hear as you venture through these halls...
For thousands of years, the draenei have been interring their dead in Auchindoun, their most sacred temple. However, it was infiltrated by agents of the Shadow Council bent on summoning a horrifying creature of immense evil. Their vile act of magic resulted in a massive explosion that blew the temple apart and reduced the surrounding area into a charred wasteland. The blast also caused a rift in the Nether itself, drawing the otherworldly Ethereals into Outland. The interred draenei now walk the ruins as restless spirits. Meanwhile, the same horrific entity summoned by the Shadow Council threatens to overwhelm their efforts to contain it.
Click here for more info about Auchindoun, courtesy of WoWWiki.
New Mechanic: Evasion - "50% chance to dodge incoming damage": Similar to the Ogre effect, this causes any incoming damage (whether it be from a hero, a spell, a minion attack, or random damage) to have a chance to fail. However, if the minion with Evasion does dodge damage from a minion, it will still deal its attack damage to it (if you have two Evasion minions facing off against each other, there's a chance that neither minion will deal damage, or 1, or both, or the other).
NOTE: Using Rend Blackhand in the Auchenai Fight doesn't work, nor do any direct or random removal spells or effects; Alexstrasza doesn't work on any of the heroic fights.
Boss List:
The Mana-Tombs: Pandemonius - Tavarok - Hall of Twilight
Auchenai Crypts: The Auchenai - Shirrak the Dead Watcher - Exarch Maladaar
Sethekk Halls: Darkweaver Syth - Talon King Ikiss - Anzu
Shadow Labyrinth: Ambassador Hellmaw - Blackheart the Inciter - Grandmaster Vorpil - Murmur
Cards:
For a full collectible card list, go to this page. Listed is a selection.
In this first wing, there is a 5% chance you will encounter a "sound-event" in the middle of your first attempt at a boss - the screen will shake, dust particles will fall from above, and the in-game sound and music will be muffled for around 4 seconds, during this time you will hear a faint, disturbing, elemental "roar".
The Mana-Tombs
Having received your orders from Haramad, the first wing will open, revealing the first boss, and prompting Hamad to tell you a little something else:
First Boss: Pandemonius, the Void Lord (normal mode)
Pandemonius is a Void Lord - a being of immense dark energy, second only in power to the legendary Void Gods.
Boss Cards: (basic rarity, not common or collectible)
Fight Details:
Pandemonius starts off with 45 health - daunting for a first boss. Auchindoun isn't going to be easy! Both players start off on the board with 2 Shadow Wizards. This means your spells cost (4) less and your Hero Power costs (4) at the start of the match - as does his. He won't cast Voidlord's Grip until at least turn 3. His deck consists of:
2x Imp-losion: 2x Void Crusher, 2x Arcane Intellect, 2x Dread Infernal: 2x Voidwalker: 2x Void Energy: 2x Voidlord's Grip: 2x Dark Shell: 2x Fearsome Doomguard: 2x Demonfuse: 2x Power Overwhelming: 2x Voidcaller: 2x Molten Giant: 1x Spawn of Shadows: 1x Vanish: 2x Dread Infernal.
At the start of the match, he will always have at least one Voidcaller, one other Demon, and a copy of Imp-losion.
Pandemonius will hit you in the face with his Shadow Wizards consistently if you do nothing about them. They will continue to be annoying unless dealt with. Otherwise, he'll buff his minions using Power Overwhelming and Demonfuse (possibly getting you on even ground with him). He'll drop an early Voidcaller and continue to hit with it until it dies. As he gets lower on Health he will cast Void Energy. If he has a board to contend with he might cast Voidlord's Grip. Near the end of the fight he'll drop two Molten Giants and cast Dark Shell. This gives him a passive 4 attack - any character that attacks him will take 4 damage. Vanish can possibly prolong the fight in Pandemonius' favour.
Emotes:
Greeting: "I will feed on your soul!"
Threat: "So... full of life!"
Destroying a hero: "More... I must have more!"
Death: "To the void once... more..."
Casting Void Energy: "I am empowered!"
Casting Voidlord's Grip: "Do not... resist."
Casting Dark Shell - "More souls..."/"Enough!"
Boss Fight Reward:
For beating Pandemonius, you get:
2x Tomb Wraith
Heroic Mode Changes:
In this version of the fight, Pandemonius has 15 more health, his hero power affects ALL minions, not just the first one, so you may want to focus very heavily on a spellcasting class that deals direct damage. Also, you have no Shadow Wizards on your side, and he's got pretty evil eyes. This makes the fight substantially tougher, as you won't have the spell discount you originally had.
Class Challenge - Paladin:
Pandemonius' deck is the same - your deck however, consists of:
2x Auchindoun Vindicator, 2x Mysterious Challenger, 2x Muster for Battle, 2x Avenge, 2x Competitive Spirit, 2x Eye for an Eye, 2x Noble Sacrifice, 2x Redemption, 2x Repentance, 2x Quartermaster, 2x Warhorse Trainer, 2x Silver Hand Regent, 2x Truesilver Champion, 2x Coghammer, 2x Lay on Hands.
The fight is the same except both you and Pandemonius only have 1 Shadow Wizard. This deck is meant to emphasize the synergizes with a secret-based Paladin deck that Auchindoun Vindicator introduces. You have two Auchindoun Vindicators to play around with, so a turn 5 Muster for Battle + Hero Power, then a turn 6 The Coin + Mysterious Challenger + Competitive Spirit can be a pretty amazing combo.
Class Challenge Reward:
For completing the Paladin class challenge against Pandemonius, you get:
2x Auchindoun Vindicator
Second Boss: Tavarok, a Colossus (normal mode)
A bit of a stiff personality.
Boss Cards: (basic rarity, not common or collectible)
Fight Details:
Tavarok has 30 health and starts with 1 mana, just like you. However, he comes equipped with BIG ROCK HANDS, surely enough to cow even the bravest adventurer! This means that he can hit you in the face for 12, but he's prepared to snap at any minions you've got. Susceptible to Acidic Swamp Ooze.
Not only that, his starting hand is almost filled with Elemental Coins. That is, Tavarok starts the fight with 8 cards, and they are all Elemental Coin. On his first turn, he'll play all of them and play two of the elementals he gets. His drawn cards won't come out until later - i.e. when he has enough mana to play them. Tavarok won't sMORC you unless he can, so maintaining a good board presence with plenty of taunts is a good idea - watch out for his hero power though - minions likeSaboteur are good plays, andLoatheb can help against his other spells.
He also has CRYSTAL CRUSH, a spell which acts like Twisting Nether but with the added bonus of a possible +14 attack damage. You should probably kill Tavarok before we get to this stage in the fight. He has 2 Mana Surges in his deck, which allow him to draw cards and level out the fight. His deck consists of 38 cards, 8 of which are already in his hand:
Starting Hand: 8x Elemental Coin + 1x drawn card - if going second, add The Coin + 1x drawn card. This means he can outlast you in fatigue by default.
Deck: 2x Fireguard Destroyer, 2x Shield Block, 2x Bash, 2x Shield Slam, 2x Mana Surge, 2x BIG ROCK HANDS, 2x CRYSTAL CRUSH, 2x North Sea Kraken, 2x Sea Giant, 2x Mountain Giant, 2x Ice Rager, 2x Mana Wraith, 1x Coldarra Drake, 2x Frost Giant, 1x Frigid Snobold, 2x Captured Jormungar.
Emotes:
Greeting: "DON'T MINE ME!" (said like "Don't mind me!")
Threat: "TAVAROK SMASH"
Destroying a hero: "ME HAPPY"
Death: "ARGH BIG STONE DIE"
Attack: "I HIT YOU"
Casting CRYSTAL SMASH: "NO MORE MINIONS"
Boss Fight Reward:
For beating Tavarok, you get:
2x Mana Giant
Heroic Mode Changes:
In Heroic mode, Tavarok starts with 2 mana already, which means he can cast all 8 Elemental Coins then play two Earth Elementals - or he can cast all his Elemental Coins and summon one of his drawn minions if he wants to - that is he could summon a Captured Jormungar if he has it in his opening hand. This makes things problematic for you, as on turn 1 you may have the problem of a 8 or 9 cost minion on the board.
Class Challenge - Rogue:
Tavaroks deck is the same - your deck however, consists of:
2x Forgery, 4x Preparation, 2x Backstab, 2x SI:7 Agent, 2x Buccaneer, 2x Blade Flurry, 2x Deadly Poison, 2x Sprint, 2x Sap, 1x Conceal, 2x Beneath the Grounds, 2x Assassin's Blade, 1x Maiden of the Lake, 2x Shadowstep, 2x Tinker's Sharpsword Oil
The fight is the same except you have Forgery in your hand when the game begins, as well as 2 copies of Preparation. The aim is to combo out a bunch of cards from your hand, then Prep - Forgery, refilling your hand as well as devastating your opponent.
Class Challenge Reward:
For completing the Rogue class challenge against Tavarok, you get:
2x Forgery
Final Boss: Hall of Twilight, Shaffar's Lair (normal mode)
Upon starting the fight in the Hall of Twilight, a dialogue occurs, with Shaffar speaking first;
Shaffar likes long walks on the beach, sunsets, and avoids toilets if possible.
Boss Cards: (basic rarity, not common or collectible)
Other Cards (this boss has them in its deck, may not be obtainable from this fight):
Fight Details:
Shaffar is quite a tough fight - while his hero power seems somewhat slow, and his deck lacks many avenues of direct damage, he has cards which will enable him to take control of the fight and quickly activate his Ethereal Apprentices.
He starts the fight with three Ethereal Beacons on his side of the board. His hero power summons more of them, as well as damaging them. You always go first in this fight, which means that he always gets The Coin. He will use it to either activate his deathrattles, or to Hero Power. His deck consists of:
Deck: 2x Mana Surge, 2x Ethereal Assassin, 2x Ethereal Priest, 3x Feign Death, 2x Holy Nova, 2x Dark Cultist, 2x Flash Heal, 2x Confuse, 2x Innervate, 2x Maiden of the Lake, 2x Flamewaker, 2x Void Terror, 2x Shadow Wizard, 2x Arcane Explosion, 1x Dalaran Aspirant
He will play Feign Death as soon as he has 3 Ethereal Beacons on the board - so if he has it in his opening hand, he will use it. The nightmare for the player is if Shaffar gets a Coldarra Drake + Maiden of the Lake combo - then plays out 2 Shadow Wizards and Dalaran Aspirant. In that case, he can essentially kill you in one turn from 30 health, so you want to prevent this scenario from occurring.
He will also use Ethereal Assassin as delayed minion removal, and Ethereal Priest to buff his high-impact minions.
Emotes:
Greeting: "An epic battle, how exciting!"
Threat/Fight Start: "We have not yet been properly introduced."
Destroying a hero: "And now we part company."
Death: "I must bid you… farewell."
Hero Power: "I have such fascinating things to show you."/"Beacon Power!"/"Shazam!"/"Just you wait."
Boss Fight Reward:
For beating Nexus-Prince Shaffar, you get:
2x Ethereal Assassin, 2x Ethereal Priest
Heroic Mode Additions:
After the dialogue between Haramad and Shaffar, and once the fight has started and Shaffar has greeted you, this message will appear:
Shaffar's hero lifts off the battlefield and out of view. Yor comes barrelling down from the top of the screen, purple-black streaks (like a Void Terror animation) coming out of him as he approaches.
Double the bad breath, double the terrifying death screams.
In Heroic mode, things go a bit differently. While the fight against Nexus-Prince Shaffar is the same, you have to face off against his pet first. Yor is a Void Terror, and a bit of a legendary one at that. You'll have to build a deck that can last against two bosses. Yor actually comes with his own 15 card deck, so that's a problem.
On the board, he has a Voidcaller ready to attack you - it's not tremendously scary on its own, but when Yor uses his hero power, he can activate it very easily. His deck consists of:
Deck: 2x Void Crusher, 2x Fearsome Doomguard, 2x Floating Watcher, 2x Demonwrath, 4x Power Overwhelming, 2x Voidwalker, 2x Wrathguard, 1x Pit Lord
It's not a lot, but the synergies are such that he can deal a lot of damage in a short span of time - imagine he has 4 mana and casts quadruple Power Overwhelming, then Subsumes the minion he buffed - that's at least 32 damage. You want to be very quick about killing Yor as he only has 10 health to begin with.
Once you defeat Yor, Nexus-Prince Shaffar will come back into play, and his hero power will cost 0 and be on auto-cast! Oh dear.
(auto-cast)
Class Challenge - Mage:
Shaffar's deck is the same - your deck however, consists of:
2x Mana Tempest, 2x Frost Nova, 2x Fireball, 2x Counterspell, 2x Duplicate, 2x Mirror Entity, 2x Vaporize, 2x Kirin Tor Mage, 2x Ethereal Arcanist, 1x Sorceror's Apprentice, 1x Rhonin, 2x Coldarra Drake, 2x Maiden of the Lake, 2x Fallen Hero, 2x Unstable Portal, 2x Dalaran Aspirant.
Similar to how the fight is normally, Shaffar has three Ethereal beacons. However, you have a Maiden of the Lake on the board immediately, which can allow for some interesting plays, and can possibly help you activate your Hero Power combo. This class challenge is meant to not only highlight the value of secrets in a mage deck, but also to show how powerful the TGT hero power combo can be when paired with it.
Class Challenge Reward:
For completing the Mage class challenge against Nexus-Prince Shaffar, you get:
2x Mana Tempest
After you beat Nexus-Prince Shaffar and finish the wing, Haramad speaks to you:
Wing Reward: 1x Nexus-Prince Shaffar
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
Auchenai Crypts
In this wing, there is a 15% chance you will encounter a "sound-event" in the middle of your first attempt at a boss - the screen will shake, dust particles will fall from above, and the in-game sound and music will be muffled for around 4 seconds, during this time you will hear a faint, louder than in the first wing, elemental "roar".
When you open the Auchenai Crypts, you are greeted by an eerie silence. Something isn't right here, and you can feel it. The first fight you face is against not one foe, but three...
First Boss: The Auchenai, guards of the Crypts (normal mode)
This trio doesn't seem very friendly.
Boss Cards: (basic rarity, not common or collectible)
Fight Details:
This is somewhat similar to the Baron Rivendare fight in Naxxramas or the Omnotron Defense System fight in BRM. You start off fighting against the Auchenai Soulpriest. Once you defeat the Soulpriest, the Fallen Paladin minion transforms into the Auchenai Paladin hero. Once you defeat the Auchenai Paladin, the Maddened Berserker minion transforms into the Auchenai Berserker hero. Once you defeat the Auchenai Beserker, the fight and ends you win. Combined, they have a total of 30 Health and 33 cards - more on that...
The Auchenai Soulpriest starts off with 5 cards in hand - they all cost (0), whatever cards they are. As well as a copy of "The Crypts Open". She has an extra 5 cards in her deck which cost full mana when drawn. Whenever you defeat one of the Auchenai heroes, their deck and hand will be destroyed and replaced with that of the next one - the 5 cards in hand will cost (0). However, any mana crystals they've gained will remain.
The Crypts Open is like Unleash the Hounds, sort of. They don't have charge, but as long as they're employed by the first two bosses, they are completely immune. They will either ping your face or ping your minions into submission.
Direct Removal spells that are randomly targeted like Deadly Shot don't work on the two Auchenai legendaries, neither does Vaporize. Attempting to use Rend Blackhand brings up this:
Other minion battlecries don't work on the Auchenai either.
Auchenai Soulpriest Fight: Her hero power is a version of the Auchenai Soulpriest card. It allows for massive damage heals, as well as other shenanigans. While she is alive, the other Auchenai on the board - notice they have a new tribe (this is only for the purposes of the fight). Watch out for Healing Wave if she's got Arcane Giant still in her deck!
Deck (10 cards + The Crypts Open): 2x Flash Heal, 2x Lay on Hands, 1x Light of the Naaru, 2x Circle of Healing, 1x Holy Light, 1x Healing Wave, 1x Arcane Giant
Auchenai Fallen Paladin Fight: His hero power is strange; Blessing of Might, Blessing of Kings, etc. all become debuff spells! If a minion gets taken to 0 health by having their health reduced, it dies. While he is alive, the other Auchenai on the board (Maddened Berserker) is immune.
Deck (10 cards + The Crypts Open): 2x Blessing of Kings, 2x Velen's Chosen, 2x Rampage, 2x Mark of Nature, 2x Power Overwhelming
Auchenai Berserker Fight: Her hero power removes armor gain capabilities, but allows her to deal direct damage to you and ignore taunts. No immunities this time. Things like Ice Barrier can be pretty savage - so can Bash and Bite, as they deal double damage if you don't have taunts and she goes face.
Deck (10 cards + The Crypts Open): 2x Bite, 2x Ice Barrier, 2x Shield Block, 2x Bash, 2x Claw
Emotes:
Auchenai Soulpriest: Greeting: "Light into death!" - Threat: "The Light shall burn you!" - Destroying a hero: "Easy..." - Death: "I have failed! Cast out this heretic!" - Casting The Crypts Open: "The spirits are angered!"
Auchenai Fallen Paladin: Greeting: "Putrid soul..." - Threat: "Purify the unbelievers!" - Destroying a hero: "Pathetic!" - Death: "Cast down... Relieve me!" - Casting The Crypts Open: "The spirits are angered!"
Auchenai Berserker: Greeting: "I thirst..." - Threat: "Blood for the spirits!" - Destroying a hero: "HA! Good." - Death: "NO!" - Casting The Crypts Open: "The spirits are angered!"
Heroic Mode Changes:
Each of the Auchenai now has 5 armor, but the last one (Auchenai Berserker) has 15, and also has two comes of Shield Slam in their hand. Also, each boss has this version of The Crypts Open;
This means each boss can clear your board pretty efficiently and do quite a bit of damage as long as they keep drawing it.
Boss Fight Reward:
For beating the Auchenai, you get:
2x Scent Tracker
Once you exit the fight, Exarch Maladaar speaks...
Still, having defeated the Auchenai, you feel the silence around you. However, upon opening the next fight, you are greeted by...
Second Boss: Shirrak, the Dead Watcher (normal mode)
Dental hygiene is not one of Shirrak's strong points.
Boss Cards: (basic rarity, not common or collectible)
Living Bomb
Other Cards: (this boss has them in its deck, may not be obtainable from this fight)
Fight Details:
Shirrak is a beholder - but not just any old 7-eyed, many-teethed beholder. He's undead, which makes him special.
Shirrak’s fight is all about dealing damage and discarding cards (the custom cards add the necessary synergy). He also has the fight reward card - Feeding Watcher, in his deck, which allows him to ‘feed’ off of the cards he discards. His hero power is similar to the Floating Watcher effect, but more subtle and is minion based. He starts the fight with two Summoning Portals and a Voidwalker in between them. This allows his to drop his higher cost minions early in the game. Cards like Blood Overwhelming let him activate his Watchers, Observation grants him massive card draw at discount, and Portal Vigil puts his discarded cards back in his deck. He can't discard Portal Vigil. Also look at for Living Bomb, which is his equivalent of Shadowflame.
Deck: Dark Bargain x2, Doomguard x2, Living Bomb x2, Soulfire x2, Mass Dispel x2, Floating Watcher x2, Feeding Watcher x2, Blood Overwhelming x2, Observation x2, Portal Vigil x2, Power Overwhelming x2, Dread Infernal x2, Demonfire x2, Imp Gang Boss x2, Imp-losion x2
Emotes:
Greeting: "I shall enjoy watching you suffer!"
Threat: "Thin flesh..."
Destroying a hero: "YE-E-E-E-S!"
Death: "Dying twice isn't so bad..."
Casting Blood Overwhelming: "My blood is power!"
Heroic Mode Changes:
Shirrak starts with 45 Health instead of 30, and gains +1 Attack off of his original hero power. He also effectively doubles the gain due to the power operating off of all minions instead of just his.
Boss Fight Reward:
For beating Shirrak, you get:
2x Feeding Watcher
Class Challenge - Druid
Shirrak's deck is the same - yours however, consists of 38 cards (8 wisps free);
2x Ancient of Teldrassil, 2x Living Roots, 2x Dark Wispers, 2x Savage Roar, 2x Force of Nature, 2x Innervate, 8x Wisp, 2x Druid of the Saber, 2x Druid of the Claw, 2x Mulch, 2x Naturalize, 2x Ancient of War, 2x Ancient of Lore, 2x Poison Seeds, 2x Soul of the Forest, 2x Nourish
This is a fun fight, using Ancient of Teldrassil to emphasize Wisp synergy, of all things. You'd never think it. Anyway, you get 8 extra cards on top of the 30 usual and they're all Wisps. Introducing Wisp synergy allows you to use cards like Dark Wispers more effectively (3/5 Wisps??!?)
Class Challenge Reward:
For completing the Druid class challenge against Shirrak, the Dead Watcher, you get:
2x Ancient of Teldrassil
Third Boss: Exarch Maladaar (normal mode)
On entering the Exarch Maladaar fight, he speaks, and then a message from a mysterious Naaru appears;
"I see dead draenei!"
Boss Cards: (basic rarity, not common or collectible)
Fight Details:
Exarch Maladaar uses copying tactics a lot of the time, and can use his cards to essentially mimic his opponent's deck. He also has Avatar of the Martyred to accentuate his Hero Power - it allows the copies to use their 0-cost hero power 8 times, and also prevents you from dealing direct minion damage to him. So if you are a mage, then the copy could deal 8 split damage. If you're a Warlock, the copy could draw 8 cards for Maladaar and kill itself (16 damage). Shadow Word: Pain is useful against these. Justicar Trueheart hero powers are copied, and if you have a weapon, it will also equip a weapon with the same durability as when the copy was created (Harrison Jones tech). The hero copy resides on the side of the board next to Maladaar, and looks exactly the same as your hero in every way. Maladaar Also has Observation for card draw, and Echo of the Martyred to even up board states in his favor.
With a hero shade up this is what the board looks like (example, the board would obviously be different!):
Deck: 2x Observation, 4x Avatar of the Martyred, 2x Echo of the Martyred, 2x Thoughtsteal, 2x Mindgames, 2x Faceless Manipulator, 2x Innervate, 1x Astral Communion (won't use usually unless he empties his hand first and topdecks it), 2x Shadow Madness, 2x Mind Vision, 2x Convert, 2x Mirror Entity, 1x Power Overwhelming, 1x Echo of Medivh 1x Chromaggus.
It's gonna be a tough fight if you use minions a lot. However, a spell based deck could get away with the fight...
As you progress through the fight, little flashes of light will appear and a Holy Champion or a Lightspawn will be summoned on your side of the board and Holy Nova will be cast for you. This happens at random intervals, and will occur at least 3 times during the first 7 turns. Accompanying these flashes will be these messages, from the Naaru, D'ore:
Emotes:
Greeting: "The dead shall destroy you!"
Threat: "For the Auchenai!"
Destroying a hero: "The dead prevail."
Death: "I will return! As a ghost! Maybe..."
Casting Echo of Medivh: "I'm like Medivh!" (said like "I'm like a bird!")
When playing Chromaggus the first time (you know, Echo of Medivh and all that):
Now you really gotta hate this guy...!
Heroic Mode Changes:
With 80 Health instead of 30, it's going to be a long fight. This time, he also has 5 copies of the Heroic version of The Crypts Open at the bottom his deck on top of his regular 30. That makes a potential for 30 damage if he actually gets to that part of his deck. Try not to wait around for it.
You will still get the help from the Naaru, and since the fight will go on longer it'll happen more regularly.
Boss Fight Reward:
For beating Exarch Maladaar, you get:
2x Auchenai Spellbinder
Having defeated Exarch Maladaar, the Naaru, D'ore, speaks to you;
Wing Reward: 1x Exarch Maladaar
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The quakes get more frequent. You have a 50% chance of experiencing a "sound-event" in the middle of your first attempt at a boss.
Sethekk Halls
Having braved the crypts, you enter somewhere completely different, and you are greeted by Isfar...
First Boss: Darkweaver Syth; a fanatical Arrakoa
Embrace the dark side.
Boss Cards: (basic rarity, not common or collectible)
Fight Details:
Syth doesn't have any unique cards, but his deck and hero power more than makes up for it. He has two copies of Observation which allow him to refill his hand quite easily, something a lot of bosses have a problem with. Also 4 copies of Elemental Coin. His deck is focused on Spell Damage synergy, but also allows him to summon particular elementals and minions which will slow you down when attempting to kill him.
Deck: 2x Observation, 4x Elemental Coin, 1x Shadow Bolt, 1x Lightning Bolt, 1x Frost Shock, 1x Crackle, 2x Arcane Blast, 2x Arcane Explosion, 2x Flamestrike, 1x Lightning Storm, 2x Fireball, 2x Frigid Snobold, 2x Dalaran Aspirant, 2x Master of Ceremonies, 2x Shadowfiend, 1x Azure Drake, 2x Healing Wave
Emotes:
Greeting: "Mm.. time to make my move!"
Threat: "CAW! For the Talon King!"
Destroying a hero: "Yes... fleeting, life is! rak-a-rak!"
Death: "Mmm... no more life, no more pain! A-ak!"
Summoning an Elemental: "The elements obey SYTH! Caw-CAW!"
As you finish the fight, Lakka speaks to you!
Heroic Mode Changes:
Syth gains a potential increase in spell damage synergy; his hero power costs (1), deals 1 more damage, and buffs his minions. He starts the fight with a Dalaran Aspirant on the board.
Boss Fight Reward:
For beating Darkweaver Syth, you get:
2x Frostfire Mage
Class Challenge - Shaman
Syth's deck is the same - yours however, consists of;
4x Earthen Ring Starseer, 2x The Mistcaller, 2x Elemental Destruction, 2x Lightning Storm, 2x Unbound Elemental, 2x Lava Shock, 2x Crackle, 2x Far Sight, 2x Fireguard Destroyer, 2x Earth Elemental, 2x Ancestral Knowledge, 2x Feral Spirit, 2x Earth Shock, 2x Bloodlust, 2x Totem Golem, 2x Neptulon
While it might be a struggle, your Shaman deck focuses on Overload synergy using Unbound Elemental, high-overload, high impact cards, and Earthen Ring Starseer to bolster your deck by giving you random spells. As a solid Chillwind Yeti, it can provide a good body despite the potential for its battlecry to whiff. However, the sheer power of the cards in your deck (given you have two The Mistcallers and Neptulons) should enable you to beat out Syth handily. You may need to use Far Sight and Ancestral Knowledge to draw into the meat of your deck.
Class Challenge Reward:
For completing the Shaman class challenge against Darkweaver Syth, you get:
2x Earthen Ring Starseer
Second Boss: Talon King Ikiss; mad Arrakoa who thinks he's god
Ever heard of a god-complex?
Boss Cards: (basic rarity, not common or collectible)
Fight Details:
Talon King Ikiss is somewhat like Darkweaver Syth in how he fights, but his spell damage is a lot more annoying, and Soul Reap can compensate for minions where he doesn't have them. Spiritcharger is his main early-game board control tactic, similar to Deathcharger, but a little more powerful when clearing the board. Always has one in his starting hand. He also has Sethekk Zealot, which allows him to gain a maximum of 6 extra secrets. Watch out for Arcane Missiles or Arcane Explosion paired with his hero power, which makes them, respectivelym 3-mana 6 random damage, 4 mana Flamestrike. Also, Arcane Blast is an almost guaranteed 3 mana Flame Lance, Mind Blast is 3 mana Flame Lance to your face, If he can manage it, Pyroblast can end up being 13 damage.
Deck: 2x Observation, 2x Soul Reap, 2x Spiritcharger, 2x Sethekk Zealot, 4x Arcane Missiles, 5x Arcane Explosion, 2x Sorcerer's Apprentice, 2x Arcane Blast, 2x Fireball, 1x Pyroblast, 1x Ethereal Arcanist, 2x Mind Blast, 1x Frost Nova, 1x Vanish, 1x Ice Block
Emotes:
Greeting: "You make war on Ikiss? A-aak!"
Threat: "Ikiss cut you!"
Destroying a hero: "You die! ka!"
Death: "Ikiss will not... rak rak... die..."
Heroic Mode Changes:
1 mana cost reduction on his hero power and his hero power is basically Steady Shot with Spell Damage. Not only that, he adds 2x Shadowbomber and 2x Spawn of Shadows to his already 30 card deck.
As you finish the fight, Isfar sets up the final boss of the wing...
Boss Fight Reward:
For beating Talon King Ikiss, you get:
2x Questing Adventuress
Last Boss: Anzu, the Raven God
Well at least this one's ACTUALLY a god.
Boss Cards: (basic rarity, not common or collectible)
Fight Details:
This fight is a lot about Beast synergy and charge minions. Expect a lot of face damage, so you'll want to counterract that with as many Taunts as possible. Luckily, the only removal Anzu has is his hero power, so that's all you'll have to worry about.
Deck: 2x Spiritcharger, 3x Dread Raven, 2x Young Dragonhawk, 2x Dragonhawk Rider, 2x Charge, 2x Stablemaster, 2x Unleash the Hounds, 1x Ram Wrangler, 2x Ravenous Pterrordax, 2x Crackling Razormaw, 2x Call Pet, 2x Snake Trap, 2x Bear Trap, 2x Arcane Golem, 2x Force of Nature
Changes: July 9, 2017— replaced 2x King's Elekk and 2x Tundra Rhino w/ 2x Ravenous Pterrordax and 2x Crackling Razormaw.
Emotes:
General *kawing* sounds throughout the fight (he's not much of a talker).
Heroic Mode Changes:
Anzu's hero power is eminently more powerful - it allows him to re-summon all of his Charge minions, which can be a bit of a problem when trying to prevent burst damage. All minions go back into your hand as well, so that's going to mean you'll have to have a pretty long fight. This is similar to Maexxna's hero power which returns enemy minions, but it's a bit worse than that for you!
Well done on beating Anzu!
Boss Fight Reward:
For beating Anzu, you get:
Choose One options:
2x Transformation
Class Challenge - Hunter
Anzu's deck is the same - yours however, consists of;
2x Reflexive Crossbow, 2x Ram Wrangler, 2x Scavenging Hyene, 2x Unleash the Hounds, 2x Call Pet, 2x King of Beasts, 2x Tundra Rhino, 2x Stablemaster, 2x Core Rager, 2x Bear Trap, 2x Explosive Trap, 2x Snipe, 2x Freezing Trap, 2x Mad Scientist, 2x King's Elekk, 2x Savannah Highmane, 2x Webspinner, 2x Powershot, 2x Animal Companion, 2x Kill Command, 2x Hunter's Mark, 2x Eaglehorn Bow, 1x Mysterious Challenger
This class challenge gives you a couple of more cards than you'd usually get - this is a fun one! Lots of beast synergy, a good go at empty hand synergy, and some weapons to top it off with Secret synergy (you get a Mysterious Challenger). This shouldn't be too hard!
Class Challenge Reward:
For completing the Hunter class challenge against Anzu, you get:
2x Reflexive Crossbow
Wing Reward: 1x Anzu the Raven God
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• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
In the fourth wing, you will definitely hear a "sound-event" in the middle of your first attempt at a boss - the screen will shake, dust particles will fall from above, and the in-game sound and music will be muffled for around 4 seconds, during this time you will hear a faint, disturbing, elemental "roar".
The Shadow Labyrinth
After entering the Shadow Labyrinth, a mysterious Draenei broken greets you;
With some silent explanation, The Draenei figures out you might be useful;
First Boss: Ambassador Hellmaw, chained by the Cabal (normal mode)
Held under the control of the Cabal, Draenei spies are fed to Hellmaw after they're captured. It's not clear which mouth he eats with.
Boss Cards: (basic rarity, not common or collectible)
Fight Details:
Ambassador Hellmaw starts with 30 health, as you might expect. He also starts with 2 Cabal Ritualists on the board. This fight may seem to encourage spellcasting, but you'll have a few problems there.
Deck: 4x Digestion, 2x Shadow Wizard, 4x Innervate, 2x Dreadsteed, 2x Voidcaller, 2x Felguard, 2x Mistress of Pain, 2x Power Overwhelming, 2x Sorcerer's Apprentice, 2x Wee Spellstopper, 2x Faerie Dragon, 4x Unstable Portal
He has at least one of his Innervates in his hand at the start of the match, so his play depends on his draws. He will absolutely attempt to remove all of his Cabal Ritualists from play by running them into whatever minions you play. Digestion allows him to make some use of his Hero Power. You may think that Ambassador Hellmaw is easy, and you'd be right. It's a fight that doesn't take much to master, but his heroic mode is an entirely different matter.
Emotes:
Intro: "Sniveling pests... You have yet to learn the true meaning of agony!"
Greeting: "Finally, something to relieve the tedium."
Threat: "I will BREAK you!"
Destroying a hero: "Do you fear death? <insidious laughter>"
Death: "Do not grow... overconfident, mortal."
When a Ritualist dies: "My chains are broken, now for you!"
Casting Digestion: "Delicious..."
Boss Fight Reward:
For beating Hellmaw, you get:
2x Blinding Light
Heroic Mode Changes:
In heroic mode, Hellmaw's hero power costs 1, and it does a lot more. Minions are essentially off the table, and Digestion becomes much more powerful than before, essentially giving him 4 secrets and a weapon in a somewhat roundabout manner. His Cabal Ritualist is a lot less disabling for him, as he has few spells and the Ritualist has Taunt.
When you open the next fight, Mahfuun gives you some background on it:
Second Boss: Blackheart the Inciter (normal mode)
Blackheart sometimes can't make up his mind. He does like to incite people though, so you might have to incite him not to do that.
Boss Cards: (basic rarity, not common or collectible)
Fight Details:
Blackheart has 30 health, and his hero power is essentially a funky board clear. It doesn't activate on his minions, so it's definitely going to be hard to compete against it unless you have few minions on the board at a time. His Ogre synergy is surprisingly good, so you should watch out for that.
Deck: 2x No Hide From Council!, 2x Cabal Brutality, 1x Brawl, 1x Mindgames, 2x Mind Control, 2x Cabal Shadow Priest, 2x Divine Spirit, 2x Confuse, 2x Rampage, 2x Shadow Madness, 1x Mogor the Ogre, 1x Tomb Wraith, 2x Ogre Instigator, 2x Ogre Brute, 2x Crush, 2x Inner Rage, 2x Sea Reaver
This fight focuses on Attack Manipulation, mind control, damage-buffs, and general damage to you while destroying your own minions.
Emotes:
Intro: "All creation must be unmade!"
Greeting: "All flesh must burn!"
Turn 1 - Head1: "Time for fun!", Head2: "Time to kill!"
Turn 4 - Head1: "I see dead people!", Head2: "You be dead people!"
Turn 8: "Be ready for Dark One's return!"
Threat: Head1: "You'll be sorry!", Head2: "That right!"
Destroying a hero: Head1: "No coming back for you!", Head2: "Now you gone for good!"
Death: "This... no... goood..."
Casting No Hide From Council!: "Huh? Where you think you go?"
Using Incite Chaos: "FIGHT PUNY ONES!"
Taking control of a minion: "Power will be yours!"
Playing Cabal Shadow Priest: "Dark One promise!"
Upon defeating Blackheart...
Boss Fight Reward:
For beating Blackheart the Inciter, you get:
2x Fateful Purger, 2x Ogre Instigator
Heroic Mode Changes:
In heroic mode, the Inciter's Incitations are more powerful - he has 20 more health, as well as a 0-cost hero power that also does a half-Consecration. His "No Hide From Council!" spell costs 2 less and summons an extra demon, so it's going to be even more difficult to get board control. Board clears and hard removal are must-haves in this fight.
Third Boss: Grandmaster Vorpil, of the Shadow Council (normal mode)
You go ahead Gul'dan! I'll just check this tomb out for a minute. Nothing could go wrong, other than me becoming trapped inside for centuries and you not coming to help me...
Boss Cards: (basic rarity, not common or collectible)
Shadow Bolt Volley
Minions on Vorpil's Board:
1x Void Rift, (summons Voidwalker)
Fight Details:
Vorpil is a tough fight. With 40 health and self-sustain, he punishes spell-based decks with Empowering Shadows and Draw Shadows, while pumping out Voidwalkers to delay aggro. Much later in the game, Vorpil will use Rain of Fire and Shadow Nova to hit face or to remove big threats. Vorpil starts with 4 mana crystals. He may play Void Traveler or another one of his cards.
Deck: 2x Ravenous Pterrordax, 2x Rain of Fire, 2x Draw Shadows, 2x Shadow Nova, 2x Void Traveler, 2x Empowering Shadows, 2x Shadow Bolt Volley, 1x Hellfire, 2x Crystalweaver, 1x Darkshire Councilman, 2x Chittering Tunneler, 1x Demonfire, 2x Demonfuse, 1x Demonheart, 1x Kabal Trafficker, 1x Anima Golem, 1x Mark of the Lotus, 1x Smuggler's Run, 1x Bolster, 1x Mal'Ganis.
Vorpil pumps out Voidwalkers and buffs his demons whenever he can. He uses his Void Travelers to heal up whenever he needs to, and Empowering Shadows is his way of getting his health back. This could be classified as a "Battle for Survival" that could easily last into fatigue.
Emotes:
Intro: "Soon, the destroyer of worlds will return to make good on his promise. Soon the destruction of all that is will begin!"
Greeting: "I'll make an offering of your blood." / "Good! A worthy sacrifice!" / "You'll be a fine example for the others."
Summoning a Void Traveler: "Come to my aid! Heed your master now."
Casting Draw Shadows: "The darkness in your soul draws you ever closer..."
Wow: "Barely impressive."
Threat: "Your death is for the greater cause."
Destroying a hero: "I serve with pride!"
Death: "I give my life... gladly..."
Upon defeating Grandmaster Vorpil...
Boss Fight Reward:
For beating Grandmaster Vorpil, you get:
2x Echo of Ner'zhul, 2x Protector of Auchindoun
Heroic Mode Changes:
In Heroic Mode, Vorpil has the ability to constantly gain Health from his Voidwalkers by casting his Hero Power to gain infinite Sacrifical Pacts. In addition, at the bottom of his deck he has 2x Pyroblast and 2x Abyssal Enforcer for a total of 34 cards.
Final Boss: Murmur, Primal Entity of Sound (normal mode)
Coming soon.
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• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
Looking good so far. Pandemonius looks daunting, and I eagerly await the rest of the adventure. I really like Evasion as a mechanic, but a question about it. Let's say a minion attacks another. The one it attacks has Evasion. Evasion triggers, and the attacked minion takes no damage. Does the attacker still take trading damage?
Yep. As such, you can use Evasion minions to control the board more sucessfully, bait out hard removal, and last longer on the board.
If both minions have Evasion, they might both take damage, one might take damage, the other might take damage, or they both won't take damage.
Evasion stacks like with the Ogre effect: i.e. Mogor the Ogre and Ogre Brute = 75% chance to attack the wrong enemy. It never gets to 100% though.
I've added Tavarok! Second boss. Includes caps lock.
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Where is the subliminal Kaldorei refrence - you almost forgot to have his emotes be
ALL EMOTES: ILLUMINATI CONFIRMED
Wow. This is really great. But unless I'm missing something is Pandemonius, the first boss, heroic level difficulty? He starts with 15 more health and 2 more crystals.
Han Solo dies
'BIG ROCK HANDS!' There is so much win condensed into those three words I don't even know where to begin. Arcane Giant looks pretty good too. Always good to see more giants.
Cool cards, cool wings, cool bosses; Can't wait to see more!
The Roshambo to Hearthstone. Please be nice. Don't insult or be mad at someone for throwing Rock.
Thanks for all the comments, everyone! Hall of Twilight coming tomorrow; first Class Challenge later tonight. I've re-balanced Pandemonius' fight but starting the player off with two Shadow Wizards as well. Obviously this makes spell-casting classes very OP, but if he gets too low on health, out come the Molten Giants, and he'll also use Voidlord's Grip to take control.
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Man, thats an insane work! such a beautiful creation! cant wait for the rest ;)
Thank you :) The rest is soon to come!
I've nerfed Pandemonius' starting mana to 1 because it seems a bit ridiculous for a first fight. I've also added the first class challenge for Paladin, which when completed gives you 2x:
*wow such synergies*
Stay tuned for the last boss of this wing!
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Tavarok looks too strong.
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On further reflection, I think you're right. I've edited the fight so that Tavarok plays out all his coins and will play two Elementals - if he has the mana for it (Earth Elemental, Frost Elemental, Fire Elemental, or Water Elemental) - the minions he would most likely play (on 9 mana) would be Water Elemental + either another Water Elemental or Earth/Frost Elemental. After that you'll have to deal with his minions as they come - which will be somewhat later, as he'll have a) removed two cards from his starting hand, b) have a lot of 4-6 drops and not a lot of early game presence. This allows the player to stabilize against the burst at the start of the game.
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Added final boss fight of this wing - two more class challenges! This wing is finished! Please comment :)
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• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
Quite like the Shaffar fight and his legendary, but what's this about the wing being complete? *pokes heroic bosses*
Well, I thought about it but there really isn't any uniqueness to just adding a new tribe and having vanilla synergies. The Evasion mechanic is what I've introduced in this - but make no mistake, this adventure has as many cards as BRM or Naxx!
Hmm. I knew I forgot something. Heroic Mode Bosses added. Nexus-Prince Shaffar has a little something extra up his sleeve...
WING 2 COMING SOON!
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@Teknician Ooh, that's interesting! Pretty sure that, unless RNGesus smiles upon you, heroic Pandemonius is impossible. But I love the way you incorporated Yor into the Shaffar bossfight, while also keeping with the theme of Voidterrors in Hearthstone. *claps* Bravo. Can't wait for wing 2.
Well, I've been thinking about it. I think the Voidwalker and Shadowfiend push the fight over the edge, so I've gotten rid of them. I also changed Yor so he has one Voidcaller on the board. I changed his deck so he has 1x Pit Lord instead of 1x Doomguard, and swapped out some other demons for 2x Voidwalker - it's a heroic fight, but you shouldn't be dead before you get to the second stage...
Also changed the reward for Nexus-Prince Shaffar to be both Ethereal Priest and Ethereal Assassin. I feel it makes more sense, seeing as this adventure has fewer bosses than other adventures.
Second Wing opens on Wednesday - hopefully we can all wait and appreciate until then! Here's an overview of the cards you get from this wing:
Pandemonius (rare from Class Challenge)
Tavarok (rare from Class Challenge)
Nexus-Prince Shaffar (rare from Class Challenge)
Wing Reward
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